Istoricul angajamentelor

Autor SHA1 Permisiunea de a trimite mesaje. Dacă este dezactivată, utilizatorul nu va putea trimite nici un fel de mesaj Data
  Robert Adams 913965256f BulletSim: Adapt BulletSim to the newer physical properties. Viewer 11 ani în urmă
  Robert Adams ebb63b55aa BulletSim: add user setting of friction, density and restitution. 11 ani în urmă
  Robert Adams d2ece00e68 BulletSim: set removing zero width triangles in meshes to be enabled by default. This should fix the invisible barrier in sculptie doorways bug. 11 ani în urmă
  Robert Adams 371449db2f BulletSim: clean up TargetVelocity implementation by using the default defn in the PhysicsActor base class. 11 ani în urmă
  Robert Adams e9aff0a91d BulletSim: do not zero an avatar's standing velocity if it is standing 11 ani în urmă
  Robert Adams ddef8f16e5 BulletSim: first attempt at reporting top colliders 11 ani în urmă
  Robert Adams c44a8e9f92 BulletSim: finish the post step event for physical object actions. Modify vehicle to use post step event for logging. 11 ani în urmă
  Robert Adams 471c477863 BulletSim: allow changing position and rotation of a child of a linkset 11 ani în urmă
  Robert Adams c6b6c94ccb BulletSim: reduce jitter in avatar velocity when walking or flying. 11 ani în urmă
  Robert Adams 75f710f1e7 BulletSim: Add one function that all actors who act on the physical 11 ani în urmă
  Robert Adams 4e1ca890c2 BulletSim: fix not moving physical objects below terrain to over terrain. 11 ani în urmă
  Robert Adams 459fcd81c9 BulletSim: move center of gravity of linkset to its geometric center. 11 ani în urmă
  Robert Adams 93adc4cb66 BulletSim: Add IsSelected attribute to physical objects. Have vehicles check to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion. 11 ani în urmă
  Robert Adams 8452c0a870 BulletSim: add function to push avatar up when hitting stairs. 11 ani în urmă
  Robert Adams 92a6958b6d BulletSim: fix problem where pre-step actions would not replaced 11 ani în urmă
  Robert Adams 9218748321 BulletSim: another round of conversion: dynamics world and collision object functions. 11 ani în urmă
  Robert Adams 203588e3c0 BulletSim: change physical data structures to classes. Add default 11 ani în urmă
  Robert Adams 7a5f598399 BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class. 11 ani în urmă
  Robert Adams 80cee1b85a BulletSim: Fix single physical prim reporting its mass as zero. 11 ani în urmă
  Robert Adams 30807b81cc BulletSim: modify avatar motor code to make falling movement better. Clean up some usages. Disable motor when done. 11 ani în urmă
  Robert Adams 37fb691ba5 BulletSim: Fix llApplyImpulse so it works after the first impulse. The problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving). 11 ani în urmă
  Robert Adams 3d659fe97d BulletSim: add BSPhysObject code to manage registrations of preStep events. Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet. 11 ani în urmă
  Robert Adams 2b8efa24dd BulletSim: add parameter to UpdateProperties call into the linkset so changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry. 11 ani în urmă
  Robert Adams e1814aa827 BulletSim: fix problem of avatar's floating off the ground after unsitting. Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently. 11 ani în urmă
  Robert Adams bb6eeb5429 BulletSim: do not return the current velocity for targetVelocity. 11 ani în urmă
  Robert Adams 9df85eadf4 BulletSim: Fix crash on the destruction of physical linksets. 11 ani în urmă
  Robert Adams ce5083a504 BulletSim: adjust friction and restitution based on material type. 11 ani în urmă
  Melanie 3b2caa63b0 Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it 11 ani în urmă
  Robert Adams d6db0d5740 BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum. 11 ani în urmă
  Robert Adams 6c961d8add BulletSim: Use base class constructors for initialization of BSShape and other classes. 11 ani în urmă